04-03-2012, 06:53 AM | #31 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Polearm vs. Axe/Mace AND Spear?
For me, there are a few reasons:
- because the system works pretty well in actual play, although you get some judgment calls necessary on edge cases. - the system divisions on the main cases and edge cases alike are arbitrary, but I feel that any set of weapon groupings will be equally arbitrary. - I don't see symmetry as a useful design goal in and of itself. - I don't think GURPS really needs more weapon skills in actual practice. I'd be in favor of merging a few of them rather than breaking them up further. That second point is big for me - why should I exchange one set of arbitrary rules for another set of arbitrary rules? Because of symmetry? Because of one-handed polearm users (talk about an edge case)? I just don't see what that would do for me except make my life more complicated for no actual increase in fun. So that's why I don't really care about symmetry.
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04-03-2012, 07:07 AM | #32 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Polearm vs. Axe/Mace AND Spear?
Quote:
You'd have a figure relative to your striking ST (hitting torque) and lifting ST (total weight), and that would tell what penalties you'd suffer to re-ready after an attack. Defensive grip would give a huge bonus to re-ready. You'd have thrust and swing skills. Familiarity or technique would take care of pointy, edged, and blunt impactors. Etc.
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04-03-2012, 07:12 AM | #33 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Polearm vs. Axe/Mace AND Spear?
This thread has taught me that I do have an odd intense like of symmetry even when it doesn't really matter. You would think I would know myself after being with myself for 37 years. What else have I been hiding... from myself?
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04-03-2012, 07:50 AM | #34 |
Join Date: Sep 2004
Location: Canada
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Re: Polearm vs. Axe/Mace AND Spear?
Do you know for sure this is a lifelong trait, and that it extends anywhere beyond some game design principles? You may not have been "hiding anything from yourself" beyond a little quirk in a very narrow area.
Or you were perfectly aware of it and just oblivious to other people not sharing this trait. My quirk-level neurosis about coloured candy is VERY specific. It's just coloured candies that triggers it, not other kinds of coloured foods, or other brightly coloured objects. Search me why. But because I'm aware I have it, I know not to make the mistake of buying a one kilo bulk bag of Willy Wonka Nerds - I would be sorting and counting them for HOURS. :P
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04-03-2012, 09:35 AM | #35 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Polearm vs. Axe/Mace AND Spear?
Quote:
- Remove the "special ethnic" skills like Jitte-Sai (subsumed into Knife) or Lance (becomes a technique) - Add Lance (thrusting with one-handed balanced hafted weapons) (E) and Pike (thrusting with two-handed hafted weapons) (E). Possibly still allow Spear (A) at a default to them. - Simplify fencing skills. Seriously consider and define what it is about a style that gives it the "fencing parry" and whether eg. Lance and Pike should have this benefit. - Add more defaults. All one handed, rigid weapons should default to each other at around -4; the same goes for two-handed rigid ones. - Ignore that silliness about Art and Sport versions of ranged weapon skills, except for "weapon-like-objects" like paintball guns. Someone who wants to be good at target shooting, or spinning a gun around, can get a technique for that. We have a lot of historical advice that if you must learn one two-handed staff weapon, the staff is the best choice. I think there is something to be said for giving styles which keep the point in line different benefits from ones which keep the point out of line, and possibly overlapping this with the fencing parry. The trouble with knobbed clubs is that many do have a definite striking end. Think tomahawk or golf club.
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04-03-2012, 09:44 AM | #36 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Polearm vs. Axe/Mace AND Spear?
Quote:
Now, you still may be right, and what is needed is to make Knife, Main-Gauche, and Jitte/Sai into one skill, and just give bonuses to Parry or Bind based on weapon construction, and if you want to be good at them, you buy up relevant techniques. But the Jitte/Sai is a bit less "ethnic badass" than it is "sorta hidden very real boost to a few specific techniques."
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04-03-2012, 09:56 AM | #37 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Polearm vs. Axe/Mace AND Spear?
Quote:
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04-03-2012, 09:59 AM | #38 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Polearm vs. Axe/Mace AND Spear?
Quote:
The problem is that creating a natural set of skills requires knowledge of all weapons, and many common gaming weapons (like Axe) have no historical or traditional arts. This is why I wouldn't mind some overlap, to let players buy a set of weapons which could be trained together as one skill.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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04-03-2012, 10:20 AM | #39 | |
Join Date: Oct 2007
Location: Vermont
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Re: Polearm vs. Axe/Mace AND Spear?
Quote:
I hardly think that you can say that the axe has "no historical or traditional arts".
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My ongoing thread of GURPS versions of DC Comics characters. |
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04-03-2012, 11:06 AM | #40 |
Join Date: Feb 2009
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Re: Polearm vs. Axe/Mace AND Spear?
I've read that people use the top of the blade on a tomahawk both to jab and make tip slashes with, and that sometimes part of the backside was sharpened for this, nothing about spikes though
Not sure how effective this would be if at all |
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kromm answer |
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